﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


namespace Tesla.Content {
    /// <summary>
    /// Options to tell the model loader how to generate normals.
    /// </summary>
    public enum NormalGeneration {
        /// <summary>
        /// Do not generate normals.
        /// </summary>
        None,
        /// <summary>
        /// Use the triangle's face normal for each vertex.
        /// </summary>
        Face,
        /// <summary>
        /// Average the normal with the face normal of every triangle that shares the vertex.
        /// </summary>
        Smooth,
        /// <summary>
        /// Average the normal with the face normal of every triangle that shares the vertex, only when their angles
        /// are less than the crease angle.
        /// </summary>
        Crease
    }

    /// <summary>
    /// Options to tell the image loader what texture format the image should be converted to.
    /// </summary>
    public enum TextureConversionFormat {
        /// <summary>
        /// Keep the image's format, the loader will try and match to supported SurfaceFormats, whether its Color, DXT,
        /// or some other texture data. This is the default value.
        /// </summary>
        NoChange,
        /// <summary>
        /// Convert to the Color ARGB format.
        /// </summary>
        Color,
        /// <summary>
        /// Convert to DXT1.
        /// </summary>
        DXT1,
        /// <summary>
        /// Convert to DXT3.
        /// </summary>
        DXT3,
        /// <summary>
        /// Convert to DXT5.
        /// </summary>
        DXT5
    }
}
